Lorkmir's page

Organized Play Member. 3 posts (26 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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Going to be playing in an adapted Wrath of the Righteous game for 2e and had a question related to ancestries. Is there anywhere we can find information on the demographics of Sarkoris? I assume the region wasn't totally 100% human in population; aside from the Kellids, were there any other known ethnic groups of non-humans in the nation before the Worldwound appeared? Some googling on the subject didn't find anything other than that Ganzi were apparently most numerous there because of the thin planar borders.


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The player shouldn't need to ask their GM and hope they acquiesce to patch over a design hole in the game. The rules should be functional and balanced as written.

The only way I can see curriculums not being a massive nerf (to a class that definitely didn't need it) is if players can make their own curriculum selections without needing to talk the GM by just choosing from common spells at each level to be their available curriculum spells PLUS additional overall class changes.

The kind of difference between 15 to 45 in spell choice is so vast that even if all 2-3 spells for a level in a pre-defined curriculum are standout spells within the theme, that will still be a loss compared to the school system pre-remaster. As I could simply prepare not just those, but any standout spells in my normal slots and then have a huge number of school spells to pick from to fill the school slots. Any way you cut it, if curriculums are going to fit a predefined list as given in the example, and players can only make their own through GM fiat, it is a massive loss in the freedom of wizards to prepare what spells they want.


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I gave this example before to a fellow player in a game who seemed to not grasp the significance of the versatility reduction with the curriculums.

Comparing a 14th level wizard: with the curriculum example given, I have a maximum of 15 different spells I can prepare in the extra slots. Under the school system, an illusion school wizard of the same level has 45 potential spells to choose from for that extra slot. That is triple the choices. Keep in mind too that I did not even count uncommon or rare spells in the second count, but did in the first.

This change is concerning to me beyond the impact of this change alone though. Any competent designer should have been able to see that this was such a drastic reduction in the wizard's choices that it would obviously result in general concern and worry over the state of the class in the remaster if seen on its own. As a result, they would (hopefully) add notes explaining that this is one part of a larger overhaul of the wizard and should not be a point of concern. Or, at the very least, they would have simply avoided including the curriculum change in the preview by itself and instead waited until it could be viewed as part of the whole with the remaster release or a preview specifically on the wizard.

The fact that the designers apparently did not have that good sense, is worrying on its own with regard to their competency for the remaster.